We have a BUMPER New Releases rundown this week - including all the releases to hit stores in the last two weeks (yeah, sorry, we missed last weeks due to me coming down with ConCrud after UK Games Expo...)! Board games, card games, RPGs, Wargames, Miniatures and collectible games... hopefully something for everyone! For more information about any of the products please contact your local games store.

ROLE PLAYING GAMES

Coriolis: The Third Horizon RPG
Core Rulebook
By Free League Publishing

Coriolis – The Third Horizon is a science fiction role-playing game from the makers of critically acclaimed Mutant: Year Zero (six-time nominee and winner of a Silver Ennie for Best Rules 2015).

Features:
· Create your unique player character – including skills, talents, gear and relationships – in mere minutes.
· Fight fast and furious battles, praying to the Icons to overcome your enemies.
· Build and crew your own spaceship, to explore the many star systems of the Third Horizon.
· Experience thrilling spaceship duels, using a game system that puts all player characters at the heart of the action.
· Take part in the intrigue between powerful factions on the majestic space station Coriolis.
· Uncover the mysteries of the Third Horizon, a rich tapestry of cultures that have settled the stars.

The Tower of London: home to ravens, Beefeaters and one of the most extensive collections of esoteric alien artefacts on Earth.

Under the stewardship of UNIT, The Black Archive is charged with finding, storing and understanding the weirdest and most powerful alien Gadgets that come to our planet. Just as this unbelievably valuable and dangerous collection has expanded, so has UNIT itself evolved. No longer solely a military organisation, in the 21st Century UNIT agents are as likely to be diplomats and investigators as they are soldiers.

The Black Archive details the 21st Century organisation that collects, catalogues and protects some of the most incredible artefacts the Earth has ever known, and the collection itself.
• Play UNIT agents beyond the military, including alien UNIT characters with new UNIT Archetypes and new Traits
• A collection of recent notable characters connected to The Black Archive and UNIT
• Details on The Black Archive itself - its history, its security measures and how it fits into your Doctor Who Roleplaying Game adventures
• Information on the vast Black Archive armoury, hospital and motor pool
• New Gadget traits
• The mysteries of the Omega Locker are revealed and the mysteries of the Enigma Vault are not!'The Black Archive. Highest security rating on the planet. The entire staff have their memories wiped at the end of every shift.’

The Black Archive is a gorgeous hard cover, full colour 144 page book, written by Walt Ciechanowski and Andrew Peregrine.

Sitting in the Gamemaster's chair can be the most daunting job in roleplaying games. It is also the most rewarding. This book is here to help you get the most out of the experience.

The Gamemaster's Companion is a resource for you to use to run the Doctor Who Roleplaying Game, offering expert advice on creating scenarios in the style of the Doctor’s adventures. It’s a veritable toolbox of tips, tricks and techniques that you can use in your own games.

You’ll be using flashbacks, starting games in media res and ending your next session with a killer cliffhanger before you know it!

Featuring:• Starting out – how to set up a new game, and advice on guiding your players through effective character creation.
• Adventures – an advice-filled exploration of the role of the Gamemaster, detailing plotting adventures, detailed, expert guidance on writing story arcs, and a gigantic random adventure generator.
• Villains and Monsters – a TARDIS-full of hints and tips on creating memorable villains and effective adversaries for your games.
• Settings – how to create them and how to get your players onboard.
• Running Games - guidance for keeping everyone happy, busy and engaged, with notes on pacing, foreshadowing, exterminating characters, people, places, planets and impossible places.
• Three new Doctor Who adventures – Death in Toytown, The Grip of the Kraken and The Bellagio Imbroglio.

Disciples of Harmony
A Consular Sourcebook for Star Wars Force And Destiny
By Fantasy Flight Games

Star Wars™: Force and Destiny™ has introduced the Consular to your campaign, and Disciples of Harmony can expand their presence with adventures and diplomatic scenarios oriented specifically to put their skills to use. Expand the the capabilities of your Force users with new specializations, new Force powers, new gear, and new adventures with the Disciples of Harmony sourcebook.

Legacy of the First World
Pathfinder Player Companion
By Paizo

Embrace the Fey

All the trickery and wild power of the fey are yours to command with Pathfinder Player Companion: Legacy of the First World. Let the wilderness inspire your heroes with a spectrum of new ways to play fey-touched characters, along with new powers for classes seeking to strengthen their bonds with nature. Choose whether you draw your might from the vitality of the land, the brutality of vicious beasts, or even your faith in the fey realm's inscrutable masters, the Eldest.

Inside this book, you'll find:
· Character options for worshipers of the enigmatic Eldest, allowing members of all classes to manifest their god's influence in unexpected ways.
· New racial options for both gnomes and gathlains, two player-character races closely tied to the First World.
· A host of new archetypes, feats, magic items, spells, and other fey-inspired character options!

This Pathfinder Player companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.

Adventurer’s Guide
Pathfinder Supplement
By Paizo

Join Us!

Being an adventurer is a dangerous line of work, but the rewards are well worth the risk. The smartest adventurers never go it alone—they not only bring allies to help explore the dangerous reaches of the world, but also seek aid in the form of support, supplies, and secrets from powerful organizations. With such a group to serve as a guide, an adventuring party's chances for success have never been better!

Pathfinder RPG Adventurer's Guide presents several such organizations, each with its own suite of benefits and boons to grant those affiliated with it. Designed for the Pathfinder Roleplaying Game and drawing upon the rich traditions of the official Pathfinder campaign setting, this indispensable guide for adventurers provides a wealth of new character options for your game.

Pathfinder RPG Adventurer's Guide includes:
· Details on 18 different organizations that use adventurers to further their goals, including the law-enforcing Hellknights, the sinister assassins of the Red Mantis, and of course, the world-renowned Pathfinder Society itself.
· A wealth of new player options, including feats, spells, magic items, prestige classes, archetypes, and new abilities and powers for a wide range of classes.
· Rules and advice on how to incorporate the new options found in this book into your own game, whether it takes place in the official Pathfinder campaign setting or in a world of your own choice or design.
· Notes on the movers and shakers of each organization—nonplayer characters who can come alive in your game as allies and advisors for the player characters.
· AND MUCH, MUCH MORE!

Advanced Player’s Guide Pocket Edition
Pathfinder Supplement
By Paizo

Take your Game to the Next Level!

Explore new and uncharted depths of roleplaying with the Pathfinder RPG Advanced Player's Guide! Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, 20-level base classes. Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.

The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

The 336-page Pathfinder RPG Advanced Player's Guide includes:
· Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch
· More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
· Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger
· Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle
· A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards
· New prestige classes like the Master Chymist and the Battle Herald
· ... and much, much more!

Gamemastery Guide Pocket Edition
Pathfinder Supplement
By Paizo

Rule Your World!

Players may be the heroes of the Pathfinder Roleplaying Game, but whole worlds rest on the Game Master's shoulders. Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.

The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

The Pathfinder RPG GameMastery Guide includes:
· Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.
· Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.
· Difficult player types, and how to handle them gracefully.
· New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.
· Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.
· Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.
· Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.

The secret to the Ironfang Legion's unstoppable conquest lies buried in myth and legend! To uncover their enemy's weakness, bold adventurers must confront degenerate morlocks, journey through the deadly Darklands below the world's surface, and explore an ancient dwarven vault lost to history. But a dark legacy stands in their way. Can the PCs survive the ghosts of Ironfang betrayal and return to the light of day with the key to the Legion's defeat—or will they join generations of the dead in the cold embrace of stone?

This volume of Pathfinder Adventure Path continues the Ironfang Invasion Adventure Path and includes:
· "Siege of Stone," a Pathfinder adventure for 11th-level characters, by Thurston Hillman.
· A gazetteer exploring the ancient dwarven Sky Citadel of Kraggodan—an underground city now besieged by human forces—plus its diverse denizens and locales, by Thurston Hillman.
· An ecology of the enigmatic nagas, serpentine masters of magic and intrigue, by Patchen Mortimer.
· A bestiary packed with new beasts of the Darklands and beyond, by Paris Crenshaw, Crystal Frasier, Thurston Hillman, and Kalervo Oikarinen.

Strange Aeons Pawn Collection
Pathfinder Accessory
By Paizo

Key monsters and NPCs from the Strange Aeons Adventure Path come alive on your tabletop with the Strange Aeons Pawn Collection, featuring more than 100 creature pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock, each pawn presents a beautiful full-color image of a monster or NPC from the Strange Aeons campaign, including aliens, fungal horrors, cultists, and dozens of unique pawns. The Strange Aeons Pawn Collection, together with the creatures and characters from the Pathfinder Pawns: Bestiary Box and NPC Codex Box collections, provides pawns for nearly every Strange Aeons encounter. Each cardstock pawn slots into a size-appropriate plastic base from any of the Bestiary Box collections, making the pawns easy to mix with traditional metal or plastic miniatures. With tons of distinct images, the Strange Aeons Pawn Collection brings to life the enemies and allies from all six adventures of the Strange Aeons Adventure Path.

The enemies and allies of the Strange Aeons Adventure Path come to life on your tabletop! Each has its own abbreviation and identification number for easy sorting.

Flip-Mat: Airship
Pathfinder Accessory
By Paizo

Rule the Skies

Soar into the wild blue yonder with Pathfinder Flip-Mat: Airship. Each side of the Flip-Mat features a view of an ancient, mysterious airship for players to fly—or bring down. One side displays a deck surrounded by a system of sails and propellers, while the other shows the deck of a dragon skyship with articulated wings and tail. This portable, affordable map measures 24" × 30" unfolded, and 8" × 10" folded. Usable by experienced GMs and novices alike, and friendly to both dry erase and wet erase markers, Pathfinder Flip-Mats fit perfectly into any Game Master's arsenal!

Get to the game faster with Pathfinder Flip-Mat: Airship, and be ready next time your players explore the wide and wondrous skies!

In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate...

Luckily the job of a Dungeon Master has never been easier with the Tyranny of the Dragons Dungeon Master's Screen!

This screen has been specifically built with the Hoard of the Dragon Queen module in mind. One side boasts evocative artwork from the adventure, while the other displays helpful charts, maps and character illustrations for quick reference.

Lairs of Lost Agharta
Dungeon Crawl Classics Adventure #91.2
By Goodman Games

Sages will aver that the denizens of the underworld are, by necessity, alien to surface dwellers such as ourselves. Few will ever stand on the ink-black shores of the Lost Agharta, and even fewer will return to tell the tale. Those that do, report creatures transmuted by their deadly environs and the weird gloom. These creatures of legend owe no allegiance or kinship to the beasts of our lit-realms, and woe to the adventurer who mistakes them for a familiar foes.

Collected herein are thirteen of the stranger beings explorers may encounter upon their arrival at the very center of our hollow globe. This is certainly not an exhaustive list, if such a thing could even exist – for the underworld is vast, and our knowledge is slight.

This book of encounters is designed to expand upon DCC #91: Journey to the Center of Aereth, but can also be used on its own.

Digest size (5.5”x8.5”), 56 pages

Kobold Guide to Gamermastering
RPG Supplement
By Kobold Press

The latest in the award-winning and fan-favorite series of Kobold Guides tackles gameplay head-on, with advice from everyone from veterans to talented newcomers on how to make a tabletop RPG session snap, crackle, and shine!

From session prep to problem players, the Kobold Guide to Gamemastering will help any game master up their game and entertain their table like never before!

Thistle Hold : Wraith of the Wraden
Symbaroum Adventure
By Jarnringen

Thistle Hold – Wrath of the Warden is the first book in the Chronicle of the Throne of Thorns. It begins with a section that expands on the Core Rulebook’s description of Thistle Hold, written to be read by both player’s and Game Masters. After that comes a section exclusively meant for the Game Master, chiefly containing secrets and information which may be used to create adventures set in the town at the border of Davokar. The final section of this book consists of the adventure Wrath of the Warden – an adventure that undoubtedly will provide you and your friends many entertaining and thrilling gaming hours around the table.

Featured content:
· The action packed and highly dramatic adventure Wrath of the Warden.
· A comprehensive introduction to Thistle Hold’s history, establishments, groupings, and conflicts meant to be read by both players and GM’s.
· About twenty detailed taverns, inns, shops and more, where the player characters spend time and thaler between adventures.
· A revealing account of what hides in the shadows of Thistle Hold, full of plot hooks and intrigues waiting to be developed into adventures.
· Two colorful ruins to explore and guidelines for how to set up for Goal Oriented Roleplaying.
· A chapter with additional rules, including new traits, abilities, special actions, elixirs and not least half a dozen new mystical artefacts.

Adventure Pack 2
Symbaroum Adventure
By Jarnringen

Adventure Pack 2 includes two stand-alone adventures dealing with what happens when careless individuals dig too greedily and too deep into the black soil of Davokar’s past. The first adventure, The Fever of the Hunt, revolves around an excavation site somewhere in the woods where the explorers are at risk of breathing life into an age-old battle that can have disastrous effects on everyone living in or near the area. The second adventure takes the player characters to the town of Kastor, where a more contemporary fight has just been settled, giving the winners a chance to put their fiendish plan in motion. In both cases, the characters will be up against mighty opposition and their actions will undoubtedly have consequences for the future of both Ambria and Davokar.

The first volume of monsters and adversaries for the Lone Wolf Adventure Game. A gorgeous, full colour hard cover, packed with creatures from the multi-million selling Lone Wolf Gamebooks. Every monster has an illustration, game stats and fascinating details about them.

Adventures of the Kai
Lone Wolf Adventure Game Supplement
By Cubicle 7 Entertainment

Three brand new adventures for your Kai lords to experience, along with two chapters packed with advice for writing and running your own adventures.

For Richer, For Poorer – Guests of honour at a wedding, the Kai Lords must save the day when the groom is kidnapped by bandits! But as they give pursuit, they find out things are not quite as straightforward as they seem…

River Pirates of the Dorn – A Sommlending expedition into the Wildlands has gone missing. The Kai Lords must trek deep into the wilderness to find out what has befallen it. In the process they will stumble into the machinations of the ambitious River King.

On the Wings of Darkness – A tragic chain of events is unleashed when the Kai Lords investigate a gruesome murder. They must hurry to halt a strange new supernatural foe before all of Sommerlund is imperilled.

The first narrator advice chapter, Creating Your Own Adventures features focused, practical, step by step advice on creating your own adventures, with clear examples at each stage, and lots of tips to help you master the art of the Narrator.

When All Else Fails gives solid, functional advice on what to do when you are expecting your players to turn left, and they turn right. It includes a series of random event charts to help you out in a pinch.

Take heart, take up your sword and Kai cloak and head out for Sommerlund and the Kai!

Demon hunter. Chimera killer. Dragon slayer. Titles that bring honor and glory... But to claim one of these awe-inspiring titles, heroes must defeat these beasts. Many adventurers have dreamed of slaying a giant wyvern and plundering its ancient hoard, but dragon-slaying is no easy task!

Horrifying and deadly monsters lurk in the forests, swamps, and jungles of Aventuria. To creatures such as these, heroes are little more than food, and whoever gets too close may fall prey to venomous fangs, razor-sharp claws, or worse.

The Aventuria Bestiary introduces 40 terrifying monsters and two dozen highly dangerous animals that can challenge even the mightiest group of heroes. This sourcebook describes supernatural beings such as demons, fairies, and ghosts, but also includes nightmarish flesh-and-bone creatures like the corpse-devouring ghoul, the foul pit worm, and the titanic gorger.

The wilds of Aventuria hold more than just monsters. The land also supports many dangerous and interesting animals. Aventuria’s oceans, skies, and fields are home to bloodthirsty striped sharks, arrow-swift storm falcons, and heavily armored, horned saurians. Each presents a unique challenge for heroes who dare to explore the trackless wastes.

Each creature description features a full stat block, a colorful illustration, and notes on physical traits, habitat, and encounter tips.

As a bonus, the Aventuria Bestiary introduces new advantages and disadvantages, new special abilities designed for combat with creatures, rules for creature swarms, and expanded rules for hunting and making use of quarry.

Aventuria Map Set
The Dark Eye Supplement
By Ulisses North America

This new map set brings Aventuria to life on your gaming table in a big way! Whether for GM reference or handing out to players, these detailed maps of Aventuria will help make your game nights a success.

Designed to be compatible with the Aventuria Almanac, these maps offer an exciting overview of the world of Dere and the fantastic continent of Aventuria. Each map presents a different aspect, such as geography, regions, and political divisions. Player handout versions allow the heroes to plan and record their epic journeys directly on the gaming table.

The Aventuria Map Set includes a double-sided poster of the cover images from the Dark Eye Core Rules and the Aventuria Almanac, and comes packaged in a useful box with room for future regional map sets.

This 7-map boxed set contains the following.
· Detailed map of Aventuria,
· Poster map of Aventuria,
· Black and white map of Aventuria,
· Player map of Aventuria,
· Player map of Dere,
· Overview of regions of Aventuria,
· Political map of Aventuria,

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BOARD & CARD GAMES

Century: Spice Road
2-5 players, ages 8+, 30-45+ minutes
By Plan B

Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions:

· Establish a trade route (by taking a market card)
· Make a trade or harvest spices (by playing a card from hand)
· Fulfill a demand (by meeting a victory point card's requirements and claiming it)
· Rest (by taking back into your hand all of the cards you've played)

The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins

Up to two thousand pounds in weight and over ten feet tall, the bear is considered the biggest and heaviest terrestrial carnivore in the world. Of course, there is not just "one bear"; on the contrary, there are plenty of subspecies that differ from each other in various aspects. For instance, only the Kodiak bear (ursus arctos middendorffi) weighs about 2,000 lbs. The polar bear (ursus maritimus) weighs "only" 1,100 lbs., but gets much bigger than the Kodiak bear, being as much as 11 ft. tall!

Bärenpark takes you into the world of bears, challenging you to build your own bear park. Would you like another polar bear enclosure or rather a koala* house? The park visitors are sure to get hungry on their tour through the park, so build them places to eat! Whatever your choices are, make sure you get the next building permit and use your land wisely! (* No, koalas aren't bears but they're so cute, we couldn't leave them out of this game!)

In more detail, each player in Bärenpark builds their own bear park, attempting to make it as beautiful as they can, while also using every square meter possible. The park is created by combining polyomino tiles onto a grid, with players scoring for animal houses, outdoor areas, completed construction, and more. The sooner you build it, the better! Cover icons to get new tiles and park sections. The game ends as soon as one player has finished expanding their park, then players tally their points to see who has won.

Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, "Come, Watson, come! The game is afoot!"? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes' London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes.

In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution.

Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities.

This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era.

This is a revised reprint of the original Sherlock Holmes Consulting Detective game.

Outlive
1-4 players, ages 14+, 40-110+ minutes
By Rebel.pl

Outlive is a management/survival game in a post-apocalyptic universe in which nature has overcome its rights amongst the world of Men. In Outlive, players have six days (turns) to send heroes gathering resources during the day, while avoiding threats from other players and reinforce their settlements during the night, trying to recruit new survivors and adapt to the new world. The specificities: movements and resource gathering are compelled by you heroes strength.

You play six rounds (six days) that are divided between the day phase and the night phase. During the day phase, you move your four heroes of different strength on the board to collect resources with a mechanical movement innovative and interactive.

Where Doom Awaits Mythos Pack
Arkham Horror The Card Game Expansion
By Fantasy Flight Games

Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!

Where Doom Awaits is the fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Even as its new scenario carries your investigations rapidly toward their climactic conclusion, it dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…

Fortunately, you won’t find yourself wholly unprepared for the alien challenges these dimensional rifts represent. Twenty-eight player cards (two copies each of fourteen different cards) offer a range of solutions, provided you've earned the experience points to add them to your deck.

Kingdomino
2-4 players, ages 8+, 15-20+ minutes
By Blue Orange

In Kingdomino, you are a Lord seeking new lands in which to expand your kingdom. You must explore all the lands, wheat fields, lakes, and mountains in order to spot the best plots. But be careful as some other Lords also covet these lands...

Story: Ghosts Love Candy—everyone knows that! The cruel twist is that they no longer have the physical bodies to enjoy the scrumptious candy they crave. But, on Halloween, the rules are off. Ghosts use this mystical and eerie night to temporarily possess unsuspecting Trick-or-Treaters so they can indulge in as much candy as they can get their invisible hands on …

Object: Use your team of ghosts to possess Trick-or-Treaters and gobble up the candy you crave. The player whose ghosts earn them the most candy points after 8 rounds wins. But be careful! When a Trick-or-Treater eats too much candy they get sick and become your burden if you were the one to push them past their candy limit.

Game End: The game is over when there is no more candy left to hand out, which is 8 rounds with 2-4 players and 6 rounds with 5-6.

Nimbee
2-4 players, ages 10+, 20-40+ minutes
By A-Muse-Ment

It’s thought that all bees work for the good of the colony. However the Queen is allowed to have one favourite; a worker who is smarter and collects more nectar than the rest. That bee is called, THE NIMBEE.

GAME OBJECTIVE
In Nimbee you must direct your honey bee around the hive to collect honey and other benefits to best prepare for the excursion into the meadow. There you must search for the sweetest nectar-laden flowers; settle on the bonuses first, or fly ahead to stop your opponents getting to the best blooms. Will you get the timing right and claim the ultimate prize in the secluded glade at the end of the path, or will you fall foul of the greedy bear who wants to raid your hive? At the end of the game the player who has collected the most nectar will be awarded the title of NIMBEE.

Hunger: The Show
2-6 players, ages 7+, 20+ minutes
By Phalanx

Casting call for the reality show HUNGER!

Are you ready for the adventure of a lifetime? Do you have the wits to survive, with other participants, on a deserted tropical island? Or simply want to win $1,000,000? If so, HUNGER is searching for self-reliant contestants to attempt this bold adventure.

HUNGER is a fast paced family game with rich player interaction. To win, you have to predict your opponent’s actions. On the island, you can gather fruit and catch chickens to get more food. But to win, you also have to collect raft pieces. It's a good thing that no one would ever think of stealing food and raft parts from other participants...

The Cousins’ War
2 players, ages 12+, 30+ minutes
By Surprised Stare

The Wars of the Roses were fought between the Houses of York and Lancaster for over three decades during the 15th century in England. The houses were both branches of the royal family, therefore the Wars were originally known as "The Cousins' War". Each player represents one of the houses as they fight battles and gain influence to control England.

The Cousins' War is played over a maximum of five rounds, with each round representing between five and ten years of the conflict. Each round involves gaining influence across England and preparing for a climactic battle.

In each round, the players decide where the current battlefield will be, playing action cards to deploy troops to the battlefield, while also increasing or decreasing their influence in the regions, after which they fight. Players resolve the battle by engaging in bluff and counter-bluff, using three dice, until only one side has troops remaining on the field. Winning the battle helps to consolidate your house's influence on the board.

You win The Cousins' War either by dominating all the regions of England or by controlling the most regions at the end of the fifth round.

A large, rich house must of course contain a large, stocked refrigerator. And there, you will find a lot of cheese!

All mice from around the neighborhood have been waiting and longing for the day when the family will leave the house, and they dream of stuffing themselves with that delicious cheese...
Then one day, it happened! All the mice rushed to the feast, trying to beat their rivals to the goal, and hoping that the vicious cat won't see them...

Whose mice will be able to steal most cheese, whose cats will catch most mice, and whose dogs will chase away most cats? This is the start of a fearsome fight for food and fame, as you Get The Cheese!

Five Cucumbers
2-6 players, ages 8+, 25+ minutes
By Stronghold Games

Five Cucumbers is a trick-taking game with the goal of NOT winning the last trick!

It's not easy. You have two choices on your turn: Take over a trick by playing a equal or higher card or you must play your lowest card. It is not enough to keep a low card in your hand for the last trick as you will also need some high cards for taking over key tricks.

The player who wins the final (seventh) trick screwed up and must take cucumbers. Each player collects their cucumbers at the end of a round, and if a player has more than five cucumbers, he is out of the game; five cucumbers is the most you can have! In this way more and more players are excluded from the game until the final two are playing for victory!

Five Cucumbers is a modern variant of the trick-taking game Agurk, which is well-known primarily in Scandinavia. We are excited to bring you our new version!

In the not-too-distant future, the most entertaining sport in the world requires killer reflexes, a passion to succeed, and a degree in science or engineering. Bot battling is all the rage, and Gekido: Bot Battles gives 2-4 players the chance to enter the arena and face off in 30-minute fights. Each round, the bots lock onto a target, then roll dice to execute attacks. Through cunning moves and swift strikes, players can activate secret powers in the arena and eliminate the competition. The last bot standing takes home the electric glory!

The Tower of Khitai
Conan Board Game Expansion
By Monolith

The first expansion for the Conan board game: The Tower of Khitai, by multiple game award winning Antoine Bauza and Ludovic Maublanc. Take Conan and his companions East, to the mysterious land that is home to great sorcerers whose spells are feared by those from the West, and become swept up in a sinister assassination plot!

The box includes 22 highly detailed miniatures, two maps as well as host of cards/tokens and tiles. All this will allow you to play out a total of six scenarios (4 in the box, 2 on our website). The four scenarios in the box are magnificently crafted by the highly acclaimed authors Antoine Bauza (7wonders, Takenoko) and Ludovic Maublanc (Ca$h n’ Gun$, Cyclades). Take part in a daring assassination attempt before escaping from a flaming tower where the only way out is up!

Stygia
Conan Board Game Expansion
By Monolith

Far to the South of Conan's home there lies a dry, arid land where a rugged, dark-skinned people eke as much of a life as they can out of the sands. The environment is not the only danger in these lands however, there is a darker, more sinister power at work, one that man should have known to leave well enough alone but the promise of power is too tempting for some. Now the dead rest uneasily beneath the sands and monstrous beasts devour men like cattle as the great and powerful watch on, eternally.

Presenting Conan: Stygia, written by Bruno Cathala, the author of Five Tribes and co-author of Cyclades and Abyss. Delve deep into the sands of Stygia, through undead crypts and hordes of undead abominations to discover the real evil that lurks beneath this sunburnt land.

The land of Kilforth is a perilous domain filled with nefarious monsters, mysterious Strangers and treacherous Locations, and dominated at its centre by The Sprawl, a huge city where intrepid Heroes begin their journey to fame and fortune. Throughout the land various factions vie for power over each other, such as the supposedly noble Order of the Rose or the terrifying Doom Guard. And presiding over the world outside Kilforth is the ever-present Overlord, Masklaw. Over the coming month, a deadly Gloom will descend upon Kilforth,which the Heroes must Battle through to prove their worth, defeat an Ancient evil, and save the land from darkness.

Gloom of Kilforth is a card game of high fantasy with a Gothic edge, playable in 1-3 hours, where 1-4 players, working individually or together, must take their humble adventurers on a journey through a dark world of magic and peril. They will visit strange places, stranger people and overcome powerful enemies in their mission to discover mysterious artefacts and mystical Spells. Players follow their Hero’s tale from modest beginnings through an epic story to an exciting climactic battle for the fate of the world. Gloom of Kilforth takes about 45 minutes per player to play.

Akrotiri Revised
2 players, ages 13+, 45+ minutes
By Z-Man Games

Akrotiri places you in the role of an explorer in Classical Greek times, combing the then-uncharted Aegean sea for lost Minoan temples that have long ago fallen into ruin. You've not only heard of these temples hidden around the island of Thera, but you actually have access to the secret maps that tell you of their hidden locations! Two mountains to the north? A volcano to the west? This *must* be the spot...

But running an expedition can be costly. In order to fund your voyages into the unknown and excavate the ancient temples, you will have to first ship resources found on surrounding islands back to the resource-poor island of Thera.

In Akrotiri — which combines tile placement, hand management, and pick-up and delivery — players place land tiles in order to make the board match the maps that they have in hand. Players excavate temples; the ones that are harder to find and the ones further away from Thera are worth more towards victory, but the secret goal cards keep everyone guessing who the victor is until the end! May the gods forever bless you with favorable winds!

Sub Terra
1-6 players, ages 10+, 45-90+ minutes
By ITB

A 1-6 player cooperative game of terrifying cave escape. Players take the role of amateur cavers attempting to escape an unexplored network of subterranean tunnels, before the lights flicker out or the darker things beneath the Earth catch up to them...

In Sub Terra players spend their turn exploring and revealing the tunnel system around them, attempting to survive the various perils of the cave, from floods and cave ins to gas leaks and scree. Players each have a role which gives them specialist abilities, such as an Engineer with dynamite to blast a new route or a Scout to find a route more easily.

New tiles are placed from a randomised stack of cave features, which determines whether you'll be hit with a dead end or a range of new options.

At the end of each turn, players face the reality of their situation, with a hazard card drawn to determine what danger causes them damage or cuts off their way out of the horror below.

These cards are finite, and when they run out, your torches flicker and the air feels tight, and your chance of survival diminishes quickly.

Statecraft
2-6 players, ages 14+, 20-60+ minutes
By ITB

Statecraft is a game about politics. Build a political party in a familiar but fictional world, recruiting politicians to your cause, developing your manifesto of support winning ideas, campaigning for the support of the public and firing off slavos of slander and sabotage at your cunning rivals, and surviving catastrophic events that shake up the nation you’re playing the game of politics in.
Every game of Statecraft is different, with more than 150,000 different starting set ups, with different voters, leaders, scenarios, politicians each game, as well as different policies, actions, events and emergencies coming to the fore during the game.

Each game of Statecraft starts off with selecting a scenario, which represents the current events of a fictional nation, and with players selecting their political party’s leader, who’ll form the central character of your party’s team.

Players then manage their cards to carry out a series of political ‘manoeuvers’ during their turn, whether spending cards recruiting new politicians to their party, using cards announcing new policies with their newly minted team members, campaigning for the support of a key demographic or dialing their favourite cable news network to divulge some damaging slander about their opponent.

High Tide
3-6 players, ages 8+, 25+ minutes
By Queen Games

In High Tide, each player tries to place their deck chairs on different beach sections closer to the sea than any other players' deck chairs, but they have to be careful! If the deck chairs are too close, the high tide will swallow them. Press your luck in this dice-driven game and secure the best spots on the beach.

Town of Salem: The Card Game
4-36 players, ages 8+, 15+ minutes
By BlankMediaGames LLC

Bluffing game based upon a popular online game.

Whole Lotta Lava
Arcadia Quest Expansion
By Cool Mini Or Not

Whole Lotta Lava includes a couple of brand new scenarios designed to plug into the Inferno campaign, utilizing Ignos, the Hellcats and the Fallen Angel! Through the course of an Inferno campaign, you'll simply be able to pick these scenarios instead of those from the Inferno campaign, and they will present you with all new challenges and opportunities, featuring new Quest cards, as well as new Reward Upgrades that you'll be able to bring into your campaign!

Fire Dragon
Arcadia Quest Expansion
By Cool Mini Or Not

Mog'dor, the Fire Dragon, is a blight upon the land. He mercilessly burns everything in his path, setting crops and cottages ablaze! One last time, the guilds of Arcadia will need to unite if they are to have any hope of defeating this scorching foe.

The Fire Dragon box is similar to the Frost Dragon, Chaos Dragon, and Poison Dragon boxes, presenting the opportunity to extend any campaign beyond the final scenario, into an epic showdown with this majestic dragon. While the overall structure is similar, The Fire dragon offers a whole new experience for players, with new mechanics and new gear bringing all new challenges and strategies!

Frost Dragon
Arcadia Quest Expansion
By Cool Mini Or Not

The Frost Dragon is an expansion for both Arcadia Quest, and Arcadia Quest inferno.
The game comes with a large Dragon Mini, new loot cards, new tiles and the new type of cards, "Dragonstone cards".

After finishing a campaign, the players will get a new load out of Level 6 Upgrade cards, with a budget that is based on the amount of medals each guild completed during the campaign.

This last part of the fight doesn’t have PvP Quest Cards and all players have to kill the Dragon before he wrecks too much of the city! This is a fully cooperative fight, in which the players win as a group if they manage to kill the Dragon and they lose if too many parts of the city have been destroyed, or if the Dragon kills Heroes so much that they can’t find the resolve to continue the fight. In this ultimate showdown, the Dragon is controlled by a special set of Dragon Turn cards that will trigger special attacks and movements from the Frost Dragon. Players will need to make tough choices in the face of the Dragon's actions, deciding as a group where to focus their efforts (and who to sacrifice).

The Lord Hawthorne Hero Expansion includes two different figures for Lord Hawthorne to add to your Daqan army, a mounted and unmounted version, as well as six new upgrade cards, four of which will improve any army and two that are exclusive to Lord Hawthorne.

The Spearmen Unit Expansion comes with eight Spearmen plastic figures and two plastic infantry movement trays to expand your Daqan army either through improving an already existing infantry unit or forming another. Five additional upgrade cards for any army will give you the tools you need to push back any force.

The Ankaur Maro Hero Expansion comes with two Ankaur Maro figures for Waiqar’s forces in the form of cavalry and infantry versions, as well as six upgrade cards, four for use with any army and two exclusively for use with Ankaur Maro.

Expand your ranks of the undead with the Reanimates Unit Expansion. Featuring eight reanimate plastic figures in four different sculpts, the expansion contains everything you need to add a Reanimates infantry unit to your own army.

Safeguard your fortunes with the C-ROC Cruiser Expansion Pack for X-Wing™! Designed for use in the game's Cinematic Play and Epic Play formats, the C-ROC Cruiser Expansion Pack contains one C-ROC Cruiser miniature, one M3-A Interceptor miniature with an alternate paint scheme, seven ship cards, thirty upgrade cards, and all the maneuver dials, damage decks, tokens, and game pieces that you need to fly your C-ROC Cruiser and its escort to battle. Additionally, the expansion includes a new campaign for Cinematic Play in which your C-ROC draws the ire of either the Galactic Empire or Rebel Alliance.

Of Gods And Mortals
Mythological Wargames Rules
By Osprey

Of Gods and Mortals is a set of rules to conduct tabletop battles between small forces of chosen warriors led by mythological beasts, heroes, and the gods themselves! Thor, Loki, Odin, Ares, Zeus, the Dagda, Poseidon,Horus, Hermes, Cernunnos, Crom Cruach and Seth clash on the battlefield, and the fate of the universe is at stake.

Four factions are provided – Greeks, Egyptians, Celts and Norse. In addition, a point system lets you design any other figure from mythology. The rules are fast and convenient. A game can be completed in under an hour, playing on a small table (a 3' x 3' area is enough) with about 16 to 20 figures per player, in any scale.

The games is scalable, so the players can set up larger games if they want.

Each player controls a god, one to five legends, and a couple of units of mortals. Gods and mortals are bound by a mutual relationship: the gods need the energy deriving from the mortals' faith, and the mortals need the protection of the gods to stand fast when facing the supernatural and impossible odds. Between the gods and the mortals stand the legends: demigods and heroes – characters like Herakles, Theseus, Cú Chullain – or spawn of darkness and chaos like the Hydra, the Kraken, Medusa, ancient mummies revived by necromancy, or guardians of Hades like the three-headed hound Cerberus.

Models are singly-based, allowing to remove casualties as they occur. Gods and legends move as single figures. Mortals are arranged as close-order or open-order units, and placed on trays to speed up movement (rectangles are used for close-order troops; flocked CDs are used for open-order units).

A complete, self-contained, uncomplicated game which can be expanded at will by the participants, Of Gods and Mortals uses the award-winning Song of Blades rules engine, making sure that all players stay involved at all times, plenty of tactical choices are made, and the turns flow in an unpredictable manner.

En Garde!
Miniature Rules
By Osprey

En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight - offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome.

Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Sub-plots (secondary objectives for each side) have also been introduced, making gameplay even more varied and exciting. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period - monsters, demons, revenants and witches - and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.

Poseidon’s Warriors
Classical Naval Miniature Rules
By Osprey

Classical Naval Warfare 480-31 BC

Poseidon's Warriors is a set of wargaming rules for large-scale naval actions between fleets of Classical galleys from the Greek and Persian clash at the battle of Salamis to the battle of Actium that decided the fate of Rome. With so many of these battles taking place around islands or in narrow channels and shallow waters, sneaky tactics and cunning manoeuvres are a hallmark of warfare of this era, and the rules use an integrated turn system to allow a commander to position ships to go in and ram without being rammed in return, or to employ feints and traps to tempt the enemy out of position and leave his ships vulnerable to a follow-up strike. With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, Poseidon's Warriors offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.

Bolt Action 2nd Edition
World War 2 Miniature Rules
By Warlord Games

With more than 23,000 copies sold of the first edition, this second edition of the best-selling Bolt Action World War II wargaming ruleset from Osprey and Warlord Games presents streamlined and refined rules, incorporating all the FAQs and errata compiled over four years of intensive gameplay. It is fully compatible with the existing range of supplements and also introduces new material. Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled infantry. The choice is yours.

Armies of Germany
Bolt Action 2nd Edition Supplement
By Warlord Games

Revised and expanded for Bolt Action 2nd Edition, this book provides players with all of the information they need to command Germany's military might. Detailed unit options and theatre selectors allow players to build armies for any of Germany's campaigns, from the Blitzkrieg against Poland and France, through North Africa and the Eastern Front, to the fall of Normandy and the defence of Germany.

Campaign Sea Lion
Bolt Action 2nd Edition Supplement
By Warlord Games

The year is 1940, and the German invasion of Britain has begun. With this new campaign book for BoltAction, players can fight the battles of World War II's greatest ‘what if' scenario. Defend the cliffs of Dover and the beaches of Kent from wave after wave of German landing craft. Parachute into the Home Counties in a surgical strike to capture Winston Churchill. Rally the Home Guard in a last, desperate attempt to keep England free of the Nazi invaders! Containing new rules, scenarios, and unit types covering all of the unique features of this alternate history campaign, it offers a chance for all BoltAction players to truly rewrite the history of World War II.

Dead Man’s Hand
Old West Miniature Rules
By Great Escape Games

The Dead Man's Hand rule book comes with the DMH card deck consisting of 54 cards. Dead Man's Hand is a 44 page, full colour rule book covering skirmish gaming in the Old West.

The Legend of Dead Man’s Hand
Dead Man’s Hand Supplement
By Great Escape Games

The Legend of Dead Man’s Hand is the campaign source book in which players take a gang of no good crooks or a posse of untried but honest, good men and endeavour to make their mark on the Old West. Rivals develop business schemes or criminal enterprises, gain skills and experience, expand the size of their respective bands, and engage in plenty of Wild West gunplay in their rise to glory or descent into an early grave (or the bottom of a bottle).

The Legend of Dead Man’s Hand contains rules for running multi-player campaigns, 11 new scenes (including multi-gang shootouts) and four new gang types: Banditos, Renegade Indians, 7th Cavalry and Pinkertons. The book comes with a deck of 16 special cards for the four new gang types.

Down Under
Dead Man’s Hand Supplement
By Great Escape Games

Dead Man’s Hand Down Under takes place a long way from the frontier of the old west. Although the geography has changed the things that drive men hasn't. This installment takes us “Down Under” to the frontier towns of Australia where Bush-rangers battle with the State Police and Legends like Ned Kelly are born. The land is as hard and unforgiving as the Old West and so are the people. So neck your glass of Smokey Rum, give your Sheila a kiss, grab your gun and get in to the fight. Dead Man’s Hand Down Under contains, 12 new scenes and three new gang types: State Police, Bush-rangers and the Kelly gang.

Contains full SAGA rules, details and rules for six new factions from the Age of The Crusades, new rules for Dogs of War units & Priests plus new scenarios.

Tremble Ye Tyrants
Napoleonic Miniature Rules
By Chris Peers

Tremble ye Tyrants! is a set of rules for medium to large scale wargames set in the last decade or so of the Napoleonic Wars, or roughly between 1805 and 1815. This is the classic Napoleonic “Empire” period, including the great campaigns of Austerlitz, Jena, Eylau and Friedland, Aspern and Wagram, as well as the invasions of Spain and Russia, and the decisive allied victories at Leipzig and Waterloo. In addition to refighting these great battles, and the countless lesser ones of the era, the rules are designed to be suitable for free-form campaigns, hypothetical scenarios, and one-off competition style games using armies built on a system of points values. Tabletop armies can represent a wide variety of real life levels of organisation, from a division up to a full scale army.

Tremble ye Tyrants! is aimed at players who want a fast playing and enjoyable game with a minimum of complex mechanisms, but which retains as much as possible of the tactical flavour of the period, and makes large scale manoeuvres feasible within the confines of an evening’s game. Although designed mainly with 28mm figures in mind, it is suitable for any scale and any size of game.

Eeny, Meeny, Miny, Moe
The Walking Dead : All Out War Miniatures Expansion
By Mantic

This set contains a collector's edition high quality resin diorama with six miniatures, depicting the scene where Negan makes his brutal decision to make an example of one member of the group.

Set around the events of the Secret War Achtung! Cthulhu Skirmish introduces players to the terrifying conflict fought to stop the sorcerous Nazi cult of the Black Sun from unleashing a tide of Mythos horrors against the Allies. Achtung! Cthulhu Skirmish: Rise of the Black Sun is the title of the first wave of releases during 2016 which will complete a whole story arc set around the first battles fought by the secretive Allied forces Section M, set up by the British to combat the Mythos threat and their US counterparts Majestic.

Set against them are arrayed the powerful forces of Exarch Weissler's Black Sun, who as well as conventional troops and weapons can bring devastating magical power to the battlefield, summon ancient and terrible creatures like the Servitors of Nyarlathotep as well as powerful allies such as the Deep Ones and Mi-Go.

Take command of brave Allied forces like Badger's Commandos and the Pathfinder Demon Hunters alongside historical army units, and lead them to victory against the Axis hordes. Deploy special hero units like Sgt Brandon Carter, Professor Richard Deadman or Ariane Dubois to take on the might of the Nazi war machine.

As the Axis, strike terror into your opponents by commanding the sorcerous Black Sun and their Mythos allies, bringing new levels of fear onto the battlefield. Call on the terrifying Deep One War Party or let the unholy Servitors of Nyarlathotep supplement your forces and crush the Allied threat.

Explore Alexander's decisive battle in a card-based system designed by Richard Berg. This is not a "card-driven" game, nor one with a traditional mapboard, but one in which the units and leaders themselves are cards that capture the abilities and appearance of the two armies. Cards face, move, and fight within their own grid. Game options include a "historical" battle deployment or allowing you to "do better" on your own.

The Invincible Armada, 1588 AD
By Turning Point Simulations

Of all the "what ifs" in History, few can compete with "What if the Spanish Armada had succeeded?" The Protestant Reformation might have faded early. Colonization of the New World (and the rivalries there) certainly would have been very different.

Award-winning game designer Mark McLaughlin brings us a new look at the Armada. Players will use both a Strategic and a Tactical map. While there are few physical unit counters in play, many information chits and dozens of "Event Chits" influence play.

The Sadowa Campaign 1866 AD
By Turning Point Simulations

A person could make the case that Sadowa is the single most significant battle in the last 200 years.
What? An unheard-of campaign from an almost overlooked war(Austria v Prussia, 1866)? But consider... if the Austrians had won at Sadowa, there might not have been a powerful Prussia, who beats the French in 1870, unites Germany, and competes with Great Britain. Is there a World War I? Take away WWI, and is there a WWII?

Designed by veteran Jim Werbaneth, The Sadowa Campaign lets players explore the historical options, covering the entire campaign area--your decisive battles might happen somewhere else besides Sadowa! Initiative is key and captures the sweeping moves each side made (or tried to).
Can you, as the Prussia player, start the path toward Germany being a world power? Or can you, as the Austrian player, avert the future catastrophe Germany's ambition will bring to Europe?

The Vicksburg Campaign 1863 AD
2 players
By Turning Point Simulations

Vicksburg was the key. Holding it meant "holding the South together," with access to all the western men, food, horses, supplies... and Mexican ports. Holding it also meant the Mississippi River could not be freely used by the North, for transporting troops and supplies, nor by Midwestern farmers, for shipping exported goods. Can you, as the Federal forces, match U.S. Grant's finest campaign? Can you, commanding for the Confederacy, gather your scattered troops and create a force strong enough to punish Grant for his audacity?

This division-level hex-and-counter game includes Grant's Army of the Tennessee, facing off against the oft-at-odds Army of Mississippi of Pemberton and Army of Tennessee of Johnston.
The sweep and scope of the campaign are included, from Grant's Crossing at Bruinsburg to the finale (or not). Interesting side stories are included, like Grierson's Raid, the CSS Arkansas, and "that devil Forrest" and his part--or not-- in the grand campaign.

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COLLECTIBLE CARD, MINIATURE & DICE GAMES

Batman Booster
DC Dice Masters Expansion
By WizKids

Wonder Woman Booster
DC HeroClix Expansion
By WizKids

Archenemy Nicol Bolas
Magic: The Gathering Expansion
By Wizards of the Coast

Nicol Bolas is among the most powerful beings in the Multiverse - don’t face him alone! Much like the original Archenemy release, Archenemy: Nicol Bolas pits you and two friends against a single powerful foe where you must work together to survive–or fall to Nicol Bolas himself. The set contains four 60-card decks (with no new card content), four non-premium planeswalker cards with new art, and a 20-card scheme deck containing 20 all-new, unique schemes. Playable right out of the box without any additions!

Commander Anthology
Magic: The Gathering Expansion
By Wizards of the Coast

In the same spirit as Duel Decks: Anthology and Planechase Anthology, Commander Anthology gathers four previous Commander products–"Heavenly Inferno," "Evasive Maneuvers," "Guided by Nature," and "Plunder the Graves"–together in one convenient package. Includes four specialized life counters, tokens, and all cards included in the original decks.

The Lightseekers trading card game is a standalone physical game that includes 385+ lovingly crafted printed cards, each scannable by the Lightseekers video game to unlock in-game effects such as new spells, boosts or even pets that will fight alongside you! Each card is embedded with a one time in-game bonus.

Each player in the trading card game takes control of a hero who uses an arsenal of cards, featuring spells, creatures, items, and locations, to defeat their opponents.

The heroes of the game use a specific branch or subset of the magical energy, which is referred to as an ‘Order’. There are six known Orders that equate to six different playstyles.

The game is quick and easy to learn, but also provides great depth for advanced players who wish to experiment with deck building and tactical play using unique mechanics.

The above list has been compiled based upon distributor and retail new releases mailouts I receive. Please note that there may be some geographic differences in release dates and/or availability of items. Please contact your local store for more information.

Ok, got to ask, what makes these "Pocket Editions"? They don't look like they would fit in my pocket.And at over 300 pages each, I don't think they would fit in a troll's pocket either... I think they should be called Giant's Pocket Editions